示例#1
0
 private static void OnLoadOneJsonConfigFinish(ConfigAbilityRegistry abilityGroupList, string configPath)
 {
     _configPathList.Remove(configPath);
     foreach (ConfigOverrideGroup group in abilityGroupList)
     {
         try
         {
             ConfigAbility config = group.GetConfig <ConfigAbility>("Default");
             _abilityGroupMap.Add(config.AbilityName, group);
         }
         catch
         {
             UnityEngine.Debug.LogError("Error during loading ability file: " + configPath);
             throw;
         }
     }
     if (_configPathList.Count == 0)
     {
         _loadDataBackGroundWorker.StopBackGroundWork(false);
         if (_loadJsonConfigCallback != null)
         {
             _loadJsonConfigCallback("AbilityData");
             _loadJsonConfigCallback = null;
         }
     }
 }
示例#2
0
        private static void OnLoadOneJsonConfigFinish(ConfigAvatar configAvatar, string avatarType)
        {
            string item = string.Format("{0}/{1}{2}_Config", "Data/AvatarConfig", "Avatar_", avatarType);

            _configPathList.Remove(item);
            _avatarRegistry.AvatarRegistry[avatarType].Config = configAvatar;
            if (_configPathList.Count == 0)
            {
                _loadDataBackGroundWorker.StopBackGroundWork(false);
                ReloadAvatarConfig();
                if (_loadJsonConfigCallback != null)
                {
                    _loadJsonConfigCallback("AvatarData");
                    _loadJsonConfigCallback = null;
                }
            }
        }
示例#3
0
 private static void OnLoadOneJsonConfigFinish(ConfigSharedAnimEventGroup animEventGroup, string configPath)
 {
     _configPathList.Remove(configPath);
     foreach (KeyValuePair <string, ConfigEntityAnimEvent> pair in animEventGroup.AnimEvents)
     {
         _sharedAnimEventDict.Add(pair.Key, pair.Value);
     }
     if (_configPathList.Count == 0)
     {
         _loadDataBackGroundWorker.StopBackGroundWork(false);
         if (_loadJsonConfigCallback != null)
         {
             _loadJsonConfigCallback("SharedAnimEventData");
             _loadJsonConfigCallback = null;
         }
     }
 }
示例#4
0
        private static void OnLoadOneJsonConfigFinish(ConfigOverrideGroup configGroup, string configPath)
        {
            char[]   separator = new char[] { '/' };
            string[] strArray  = configPath.Split(separator);
            string   key       = strArray[strArray.Length - 1];

            _recommendSettingGroupMap.Add(key, configGroup);
            _loadDataBackGroundWorker.StopBackGroundWork(false);
            _recommendSetting = null;
            _hasSettingGrade  = false;
            _hasGetGyroscope  = false;
            if (_loadJsonConfigCallback != null)
            {
                _loadJsonConfigCallback("GraphicsSettingData");
                _loadJsonConfigCallback = null;
            }
        }
示例#5
0
文件: AIData.cs 项目: slb1988/agame
 private static void OnLoadOneJsonConfigFinish(ConfigGroupAIGridRepository gridAIEntries, string configPath)
 {
     _configPathList.Remove(configPath);
     foreach (ConfigGroupAIGridEntry entry in gridAIEntries)
     {
         _allGridEntries.Add(entry.Name, entry);
     }
     if (_configPathList.Count == 0)
     {
         _loadDataBackGroundWorker.StopBackGroundWork(false);
         if (_loadJsonConfigCallback != null)
         {
             _loadJsonConfigCallback("AIData");
             _loadJsonConfigCallback = null;
         }
     }
 }
示例#6
0
 private static void OnLoadOneJsonConfigFinish(ConfigPropObjectRegistry propList, string configPath)
 {
     _configPathList.Remove(configPath);
     foreach (ConfigPropObject obj2 in propList)
     {
         _propMap.Add(obj2.Name, obj2);
     }
     if (_configPathList.Count == 0)
     {
         _loadDataBackGroundWorker.StopBackGroundWork(false);
         if (_loadJsonConfigCallback != null)
         {
             _loadJsonConfigCallback("PropObjectData");
             _loadJsonConfigCallback = null;
         }
     }
 }
示例#7
0
 private static void OnLoadOneJsonConfigFinish(ConfigWeaponRegistry weaponList, string configPath)
 {
     _configPathList.Remove(configPath);
     foreach (ConfigWeapon weapon in weaponList)
     {
         _weaponIDMap.Add(weapon.WeaponID, weapon);
     }
     if (_configPathList.Count == 0)
     {
         _loadDataBackGroundWorker.StopBackGroundWork(false);
         ReloadWeaponConfig();
         if (_loadJsonConfigCallback != null)
         {
             _loadJsonConfigCallback("WeaponData");
             _loadJsonConfigCallback = null;
         }
     }
 }